u/auto-goldfish

▲ 7 r/EDH

What cards are great in a Hearthhull deck, but not so good in a Lord Windgrace deck?

I have a [[Lord Windgrace]] deck that I am considering converting to a [[Hearthhull]] deck.

These two commanders are obviously very similar. They both let you put extra lands into play, both draw cards, and both help you put lands into the graveyard. I’m sure they could helm virtually identical 99s, but there are a small number of cards I am running in Lord Windgrace that are not quite so effective in Hearthhull, which I plan to cut.

An obvious example is [[Nevinyrral’s disk]], which is probably a mediocre board wipe in Hearthhull, but quite a bit better in Windgrace because it leaves planeswalkers alone.

As a longtime Windgrace player it’s easy to identify which cards I want to cut, but I’m not as familiar with the cool tech that might be specific to Hearthhull.

So I ask this question to longtime Hearthhull pilots, what are the best cards in your Hearthhull deck that you probably wouldn’t put in a Windgrace deck?

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u/auto-goldfish — 1 day ago
▲ 13 r/EDH

Tap/Untap payoffs

In the past few years wizards have printed a whole bunch of really powerful payoffs for tapping and/or untapping creatures (mostly tapping)

  • [[Wylie Duke, Atiin Hero]]
  • [[Rip, Spawn Hunter]]
  • [[Tui and La, Moon and Ocean]]
  • [[Traveling Botanist]]
  • [[Pestered Wellguard]]
  • [[Gran-Gran]]
  • [[Mechan Navigator]]
  • [[Kona, Rescue Beastie]]
  • [[Seedship Agrarian]]

Combining these with effects that let me get value out of tapping creatures (such as vehicles, stations, and mounts) lets me double dip on the value of these creatures (often at instant speed if I stick mostly to vehicles)

  • [[Hedge Shredder]]
  • [[The Regalia]]
  • [[TARDIS]]
  • [[Evendo, Waking Haven]]
  • [[Enduring Vitality]]
  • [[Supportive Parents]]
  • [[Harmonized Trio]]

And as a cherry on top they've also recently printed a lot of powerful creature untappers that allow me to triple dip on this value (or quadruple dip, depending on how you're counting)

  • [[Captain America, Living Legend]]
  • [[Dazzling Theater // Prop Room]]
  • [[Drumbellower]]
  • [[The Fifth Doctor]]

This seems like an archetype wizards is actively building out support for recently, and it feels very powerful to play. I recently built this deck around it and it's been a blast.

I was very surprised at how deep the card pool was for this kind of effect after I went looking. I suspect there are a lot of older effects that I'm just not aware of that don't show up on EDHREC and dodge the obvious scryfall searches.

It was easy enough to find everything that returns from this scryfall search:

t:creature o:become o:tapped    

But it took me a while to remember [[Harmonized Trio]] existed, and once I searched for similar effects I found [[Tradewind Rider]], which is incredible in this deck.

My question for you is: are there any powerful payoffs for tapping creatures, or other creatures with tap effects I'm missing or have overlooked?

u/auto-goldfish — 9 days ago
▲ 27 r/mtgcube

Besides vintage cube, what are your favorite cube themes for a cube you plan to use over and over?

In paper I've mostly seen vintage cubes and pauper cubes, with no real theme other than being as powerful as powerful given the legal cards.

On the internet, I see plenty of strange and specific gimmick cubes, such as esper only cube, commander cube, etc. It's not clear to me whether most people actually play with these cubes over and over, or if it's more of the novelty that they build and then only use once or twice.

I rarely see discussion of other themes or gimmicks, but maybe that's just my own ignorance. Are there any themed cubes you own or have played that are genuinely fun and never get old?

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u/auto-goldfish — 1 month ago
▲ 7 r/EDH

Suggest some cool tech for my [[Captain Howler]] build, aiming for more of a control/gotcha style rather than voltron/aggro

Decklist: https://archidekt.com/decks/24260982/howler_au_barca

Curve is pretty low to the ground, so I haven't included much ramp. My general goal is to an evasive attacker on turn 2 (Flying men), and either a card draw engine or some kind of discard outlet on turn 3.

On turn 4 play [[Captain Howler]] and start attacking and digging for a premium discard outlet if I don't have one yet.

Once I have Captain Howler set up I want to play the politics game, by encouraging people to attack each other, promising to buff their creatures with his ability, goading their creatures if that doesn't work, and holding up instant speed removal, countermagic, and fogs/wipes like [[Aetherize]] if all else fails. He synergizes with discard effects to make a pretty good card draw engine to fuel all this 1-for-1 style game play.

Eventually go for the kill with one of the burn-discard synergies i.e. [[cool but rude]] or just do a big [[chandra's ignition]] once everyone is softened up.

My main concerns with this game plan are that I worry I might be a little light on goad and removal effects. I wonder if I should be running [[propaganda]] as a more mana efficient way of consistently discouraging attacks. I also wonder if I would benefit from more graveyard recursion, but I think it would need to focus on instant speed stuff to get second uses out of my removal suite/countermagic.

What do you think, can you suggest me any cool tech, or are there any obvious cuts you would make? Any holes in my game plan you suggest I patch up?

u/auto-goldfish — 1 month ago